#version 330
in vec3 inVertex;
in vec4 inColor;
uniform float Zoffset;
uniform mat4 perspectiveMatrix;
out vec4 fColor;

void main(){
	fColor = inColor;
	vec3 finalVert = vec3(inVertex.x+ 1.0f,inVertex.y+3.0f,inVertex.z - 4.0f);
    gl_Position = perspectiveMatrix*vec4(finalVert, 1);
    gl_FrontColor = inColor;
}